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Author Topic: Resurrection: DDC#19 - Campaign Idea  (Read 2830 times)

Offline Eliazar

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Resurrection: DDC#19 - Campaign Idea
« on: January 24, 2011, 05:49:54 PM »
Devil's Den 19 - Campaign Idea (Winner Declared)
Topic author: Ethlorien
Subject: Devil's Den 19 - Campaign Idea (Winner Declared)
Posted on: 28/09/2008 12:31:32
Message:
Okay, so here's one I want you all to work hard on - I'm looking at you lurkers and infrequent posters!

For the next Devil's Den, I'd like to see ideas for a whole new Campaign idea. Now, I'm not looking for a 5-mile-long post, no. But what I'd like to see is a rough draft of a campaign idea, bonus points for specific ideas (scenarios, warbands, campaign rules). Again, I'm not looking for anything terribly fleshed out, but the more in depth the better. To help out, I'll give an example of my own on how I'd like to see entries:

The Land of Gold: A Campaign Set in the Jungles of Ind

1) Story:
Rumours of the great Cities of Gold of Ind have teased and taunted the treasure hunters of the Old World for too long. Now, in droves, warbands head into the vast jungles of Ind, searching for these cities of gold - seeking to bring home a few bricks for themselves...

2) New Warband:
The Monkey Fighters of The High Trees - this would be a warband made up of 'beastmen' who are warped monkeys. The warband leader would be something of a gorilla fighter, there'd be a monkey shaman, and one of the henchmen groups would be howler monkeys that cause fear.

3) Campaign Rules:
Bricks of Gold: Instead of wyrdstone or 'treasure', the warbands roll for bricks of gold.
Insects: Such are the strange and exotic insects that infest the jungles, before the start of each scenario, all warbands roll a die. On the roll of a 1, 1 warrior (player's choice), that would have participated in the battle must sit out due to a sickness caused by the insects.
Favours of the Sultan: At any time, a warband may trade in four bricks of gold to the Sultan of Ind. In thanks, the Sultan will reward the warband with a minor magical item (from a list that doesn't exist as this is an example). No warband may have more then three such magical items.

4) Scenarios:
Tree-hopping: The warbands have climbed the legendary Palms of Gold. The board is set up with just closely packed canopies. Warriors hop from tree top to tree top. When on a tree top, they may shake the trees to drop a golden coconut to the ground below, roll of a 12 required, one try per tree (counts as Gold Brick). Any warrior that misses a jump, falls to the jungle floor and is removed from the battle, though do not suffer OOA due to the soft ground below.

5) Other:
Artifact - The Golden Banana. This gold banana is a magical boomerang. It always hits on a 3+, and will always return to the wielder's hand. Any Monkey Fighter warbands will 'hate' any warband that has this artifact, including other Monkey Fighter warbands.

Now, while this campaign has 'boatload of fail' written all over it, it was just an example to show you folks what I'm after. So, at the very least, I'm looking for point number 1), a general outline of the campaign. Obviously, though, the more you flesh it out (adding points 2 to 5), the better. First and foremost, I'm looking for good ideas, people! Feel free to slap out an idea now and continue to flesh it out over the course of the comp.

A note on existing campaigns: I understand that many of the lands of Warhammer have been explored in one Mordheim campaign or another. This is not to say you can't use an existing campaign setting (Lustria, Khemri, Athel Loren, Sartosa, etc...), only that your campaign idea must be new, original, and contain something different from what's already been used in that campaign.

Good luck to all!

The challenge will run through the week, and I'll judge it on the morning of the 6th of October. As I may be asking a lot from everyone, if enough people ask for an extension on this, I'll probably allow it.

Reply author: Beardling
Replied on: 29/09/2008 13:55:08
Message:

Setting
The city of the Sky Titans

Story

[From GW's main site]

"Millennia ago, the Giants lived in castles hewn from the vast peaks of the Mountains of Mourn, their realm a peaceful archipelago of plateaus surrounded by a sea of white cloud. Civilisations rose and fell below, but these Sky Titans remained hidden from the eyes of the smaller races.

This world was shattered when the Ogre homelands were destroyed by the coming of the Great Maw, forcing the Ogres into the mountains. A war in the heavens ensued. Though the Sky Titans were mighty, the Ogres' numbers prevailed, and they held feast after feast in the castles of their victims before pulling down their fastnesses and hurling them into the valleys below.

The few surviving Sky Titans fled. Forced into small tribes, they became inbred, their intellect dwindling. Now the last remaining Giants are nomads, terrorising the Old World as mercenaries or brutes."

The cities of the Sky Titans fell, their people decimated and scattered. Few now know of the history of the giants, nor how great their fall was. However, a number of travellers along the road to Cathay have seen the ruins of the great cities, though due to their ruinous state few can tell them apart from the mountains they are in. Only the truly brave enter these ruins, for they have long ago been pillaged. But for those who do. For those who do, there is still much that can be found though. Some scholars have sent out warbands to explore the ruins and to bring back what is possible for their study, while others go in seach of artifacts that might make them rich.

As the ruins are located in the mountains of mourn, the few slaves of the chaos dwarfs who escape often flee into the fallen cities. There they eke out a bleak existence, hiding from both their former masters, and the ogres who hunt them down as food. For these poor survivors, finding a band of adventurers if often their only way back to civilization. Little do they know though, that even this hope might soon fade fast, as the Skaven of Clan Eshin now look to turn the homes of the sky titans into their lairs as well...

New Warbands

The cities of the sky titans are found in the mountains of Mourn. Because of this, there are two new warbands for this campaign:

1) Ogres
The ogres are the ones who destroyed the civilization of the giants. Even now, a few bands of ogres along with their gnoblars will enter the ruins, especially if there are soft skins in there who might be eaten.

2) Chaos Dwarfs
The ruins of the sky titans lie in the lands of the chaos dwarfs. They enter for a number of reasons. While the artifacts of the giants are sometimes sought after, it is also true that mining expeditions and even slave runs will bring the dwarfs of fire there.

Campaign Rules

* The *only* warbands allowed. Ogres, Chaos Dwarfs, Dwarfs, Human Mercenaries (of all types), Bretonnians, Skaven.
* Loot falls into two categories, artifacts and slaves. Each warband will have one that they are looking for.
- Dwarfs and humans look for artifacts, which is found in the exact same way as wyrdstone. Because of the hardship in 'selling' the artifacts, and because they are giant sized (and thus usually need to be broken into many small pieces) these warbands may only 'sell them' every two games.
-For Ogres, Chaos Dwarfs and Skaven, they instead look for the slaves. They are found differently, and for them only the surplus is sold.

Scenarios

* Two categories. Inside and outside of cities.
- Outside: Caravan Raid, Hungry Hungry Ogres!, Slave Break, Foraging, etc.
- Inside: Crumbling Ruins, Lost Shrine, Opening the Doors (hey, they are big...), Waking the Sleeping Giant, etc.

Reply author: StyrofoamKing
Replied on: 01/10/2008 16:42:03
Message:

THE WEE WAR!!!

Less than a year ago, the Roteye Night Goblin Clan stumbled upon a hidden tunnel, one whispered in Goblin legend for centuries: the Wyrmhole of Slazza Gut! This tunnel, too tiny for any orc or dwarf to travel through, runs throughout the World's Edge Mountain, ending in the promised land of plenty, where the villagers are tiny and weak of strength. The Roteyes followed the tunnel South to it's source, to find the back end of the Moot. The Roteyes studied the villagers for week, planning their attack in detail. Sadly, while the Roteyes were sworn to secrecy, a discover like this is hard to keep secret: Forest Goblins & Wolf Riders snake their way to the green farms of the Moot. Stranger still, some of the Roteye scouts followed the tunnel NORTH, ending up in the Mountains of Mourn. The loose-lipped scouts told of the promised land to the Gnoblars, who themselves are eager to pillage. The Gnoblars too are on their way to the land of the Halflings.

For the Halflings, the timing couldn't have been worse: corruption and mutation has worked it's way into the peaceful life of the halfings! Lucas Lufray, a secret worshiper of the dark powers, spent years seeding cults throughout the Moot (mostly with the aid of warpstone-laced fudgebars.) As the Goblins plan their attack, Lucas is prepping his deformed cultists to tear apart the Moot from the inside!

The Halflings ready themselves for the fight of their life, as the war of massive/miniature proportions comes to a head!

NEW WARBANDS
Halfling Cooks (Includes Swivel Gun-based Pressure Cooker, Throwing Knives, and Prawn Vindaloo in the face!) , Halfling Rangers (with a Treekin in tow), Goblin Engineers (Doom Divers, Bombs, and the giant Stompa), Gnoblar Warband, Night Goblins, Chaos Halflings (tough, mutated halflings), Snotling Warband.

RECOMMENDED WARBANDS
Halflings (Joshua Cartwright & Bram Tazoul), Forest Goblins (Lustria/Nemesis Crown), Averlanders, Orc Mob. Any warband that doesn't have a Halfling or Goblin in it must hire a Halfling, Goblin, Gnoblar or Chaos Halfling Hired Sword. Otherwise, they always go last when choosing sides for Warband deployment.

CAMPAIGN RULES
Golden Pigs: Raid and look for the Golden Pigs, which yield the finest meats, and can be traded for many times their weight.
Terrain: Pig Pens- Difficult terrain that requires a Psychology Test to move through... MY that reaks!

SCENARIOS
Pig Sty (the 'Almost Got Away Scenarios'), Squig/Pig Jousting, Ford the River (Mootland Info Packet), Steal the Recipe.

OTHER
*Special Artefacts and Special Weapons include the Magnificent Fish Fork, the Ultimate Pie Recipe, Pogo Sticks, Chainsaws, Pig Mounts and Mecha-Squigs.
*Side games of Pig/Squig races, which win you extra gc and small bonuses.
*Real-life food & beverage taking an effect on the Game: Treating everyone to a round of drinks gives you a one time bonus of a +1Ld. Treating everyone to donuts/sticky buns/pie lets you give +1 T or S to any warrior for one round.
*Like the above, real-life drinking & eating contests may give you the chance to deploy first. Better practice chugging!

~~~~~~~~~~~~
Styro's Two Cents:
Whenever I think 'fun' in Warhammer, I inevitably think Greenskins and Halflings. Ideally, I love the idea of a campaign that is NOT dark and all-powerful. Instead of Ogres, Monsters, and Champions of Chaos, it's a step BACK from the heavy hitters, it's with a battle between weaklings. A frivolous one at that, with goblins, snotlings, halflings, and gnoblars being the major players. The average S & T of default warbands never exceeds 3.

Reply author: Chad
Replied on: 03/10/2008 08:50:48
Message:
Well their's still alot of work before this entry is finished (fluff springs to mind), but I'll add them later.

Deck Rats, a campaign set in the storm tossed seas off the New World.

1) Story: map based campaign set in the seas off the southern tip of Lustria. All warbands start with an additional 100GCs that must be spent on a ship, any unspent cash may not be kept. You may take gold from your starting 500GC to supplement your ship fund.

2) Warbands and hired swords: any warbands and hired swords from the Lustria and Sartosa campaign settings may be used, plus any Human Mercenaries, Norse and Marauder warbands. Their will also be Nippon and Ind Pirates warbands.

3) Dramatis Personae: coming soon.

4) Campaign Rules: each ship has a Post-Game-Movement Value (PGM), this is how many inches it may move across the sea in the post game.

5) Scenarios: Meeting Engagement, any time two opposing ships are within base contact (during the post game) they may choose to fight this scenario – set the board with sea terrain (rocks and water, mostly) and the ships start in opposite corners and their respective crews may shoot and board one another (full rules coming soon). Warbands may leave their ships to explore islands on the map, play Mordheim scenarios when two or more warbands occupy the same island (wyrdstone hunt becomes Treasure Hunt). Warbands on land have PGM equal to the warband’s lowest movement level.

6)Other:
Ships: Any warband may have up to three ships

Jolly-Boat/Raft, 1st free/10GC, PGM - N/A, W – 3, T – 4 (available to all warbands)
Jolly-Boats and Rafts may be carried on board other ships, in the same fleet, thus using their mother-ship’s PGM.

Barge, 50GCs, PGM – 5, W – 7, T - 6 (available to: all humans, greenskins and skaven)
A barge must have at least three friendly models on board or count as adrift

Caravel, 100GCs, PGM – 7, W – 8, T - 6 (available to: all humans, greenskins, ogres and skaven)
Caravels must have at least 4 (or 2 friendly ogres) friendly models on board or count as adrift

Longboat, 150 GCs, PGM – 8, W- 7, T – 6 (available to Norse and Marauder warbands)
Longboat smust have at least 6 (or 3 friendly ogres) friendly models on board or count as adrift

Turtleship, 100 GCs, PGM – 6, W – 10, T - 7 (available to all lizardmen warbands)

Notes: a fleet moves at the pace of its slowest ship (so a warband with a Longboat and two caravels move at 7 – PGM). Ships may be attacked in close combat and shooting, and so have a set number of wounds.
In game ship rules coming soon.


Ship Rules: at the beginning of the game randomly determine a table edge, the wind will be blowing from that direction. At the beginning of every turn roll 2D6:

1-2 The wind turns: randomly determine direction as above

3-5 the wind holds: no change

6-7 Fast winds: all ships may move an extra D6 inches

8-9 Slow winds: all ships subtract D6 from their movement (to a minimum of 1”)

10-11 The wind turns: randomly determine direction as above

12 Random event: roll on chart (coming soon)

Ships movement

A ship moving with the wind may move up to 12” a turn

A ship moving across the wind may move up to 8” a turn

A ship moving against the wind may move up to 4” a turn

A ship may turn up to 45 degrees for every 4” it moves
"It happens that the probabilities of extermination are all on the wrong side." (Florence Finch Kelly)

Offline Eliazar

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Re: Resurrection: DDC#19 - Campaign Idea
« Reply #1 on: January 24, 2011, 05:50:18 PM »
Reply author: Master
Replied on: 04/10/2008 17:40:09
Message:
The windswept peaks of time

Story:
In the far north, the chaos wastes strecthes wildly, and the moutain peaks stands as sole pillars to the sky. The winds of magic is flowing freely here, but where the mountain stretches high as the horns of a chaos daemon, the winds of magic collide. In these mighty peaks, thousands of caverns have been formed by the winds through thousands of years. Inside the very caverns, the laws of physics does not always apply. In these caverns the very time gathers where the wind stands still, and it solidifies into solid glasslike crystals, when handled correctly these stones can give people lost time back.

Warbands:
All warbands must have a wizard, the only ones without are the khorne daemons and the daemon hunters. Apart from that, mercenaries are allowed but they have to exchange a youngblood for a warlock, skaven are also allowed, and so are most other warbands. Dwarves can be accepted without a spellcaster.
New warbands:
Chaos Daemons! Can choose one of the four gods, champions and elite henchmen are decided after what god they choose, leaders of the bands are wizards except for khorne, I think they should have 1-4 heroes, and 0-4 elite henchmen, 0-12 lesser henchmen and be an elite warband. (Tzeentch will have 3 wizards) I'm thinking daemonic gifts instead of equipment.
Collegium Magica: A warband with 2-3 Magicians and golems! These guys are here to learn more about the caverns of time. Perhaps with some automaton men or something.
Daemon Hunters: Warriors that are here to hunt the daemons, and gather the time crystals.

Campaign Rules:
Time crystals: These are instead of wyrdstones, and in addition they can be consumed to grant d6-2 experience to one warrior.
Base camp: When you set up a base camp you roll for an oddity, that gives some off-game benefits.

Scenarios:
The sphere Cavern: a cavern where you can move off one side of the table and move on from the other side, entry and exit points are instead circular holes, you can also shoot of one side of the table and onto another.
A cavern of time: Each player rolls one dice for each warrior he controls at the start of his turn:
1 - The warrior is frozen in time and may do nothing this turn.
2-5 - The warrior acts as normal.
6 - The warrior may act twice this round, first he can take an entire turn, then after all the rest of your warband has moved this warrior takes an extra turn.
A cavern of Dimensions: Each turn a random model is moved to a random spot.

Other:
Exploration tables gives a lot of items, and not that much gold, most items are magical, and have something to do with time.

Reply author: Johan Willhelm
Replied on: 05/10/2008 15:39:09
Message:
Johan Willhelm's Official Entry

The Estalian Civil War

Story
For the Revolution!

The setting: The Estalian Civil War. General Francisco has seized power from the fledgling Republic by armed force. The people must revolt! Both Francisco and the Republic have called for citizens from across the Empire to aid them in their cause. The Republic has attacked the monastery of the Sisters who have thrown their lot in with Francisco

Warbands

Human only I’m afraid ( I swear I was within an ace, an ace I tells you, of putting the possessed with General Francisco . . . guess where my loyalties lie )

The Forces of General Francisco

Sisters of Sigmar (my personal faves but alas they belong here
Marienbergers
Middenheimers
Brettonians

The Forces of the Republic

Averlanders
Reiklanders
Ostlanders
Witch Hunters (Change the name of Witch Hunters to “The Brigades” and “Warrior Priests” to "Commissars" – prayers work as normal and represent their faith in their ideology of equality and freedom)


Campaign Rules

Wyrdstone is replaced with “Artefacts” – no change except in wording.
Due to the nature of Estalia the weapon of choice is the firearm.

The only ranged weapons allowed are black powder weapons. However Black powder weapons are at 25% (rounding up) off. Replace Bows in inventory with Handgun.

The Black powder in Estalia is not of the finest quality. Experimental Black powder rules apply except to those using Superior Black powder. You may purchase Superior Black powder for Henchman groups.


Scenarios

Defend the barricade! Two attacking warbands attack a single defending warband in a street fight. However the defending warband gain a barricade to defend!

Barricade:
The barricade should stretch across the street with two 2” gaps at each end (ostensibly to facilitate messengers – really to make a decent game). It should also have a step one model wide running along it.

You may attack defenders in close combat if you reach the foot of the barricade and have sufficient movement to reach them. If the attacker wins he takes the place of the defending model and knocks the defending model over. If he loses he plummets back down to the street. Work out fall damage as normal. Attackers are at -1 to hit in close combat.

Folk on the barricade gain +1 to hit.

All experience is doubled for the defenders.

Other

Well done for the first person to spot what event this campaign is based on.

Estalia is not in ruins yet. Fights take place in either Rural or Urban settings (decide beforehand or roll a dice (1-3 Rural 4-6 Urban) Rural works as normal according toEmpire in Flames. Urban mainly use non burnt out buildings. No problem if not just adds a different character to proceedings.

Reply author: saltbush
Replied on: 06/10/2008 03:33:56
Message:

The time of virtue?: A Campaign Set in the fields of Bretonnia

1) Story:
Everyone knows that any good knight is on a constant quest for the grail, now your motley crew have a chance to get your grubby hands on it.

2) New Warbands:
Blood dragons- A warband based on CC undead, with a touch of honor (see virtues), although fallen and considered beyond any thought of redemption by the Bretonnians the blood dragons continue to strive towards their own twisted sense of honor and worthy combat.
Wood Elves- Focusing more on the spirits of the forest than the elves themselves, wood elf players are unlikely to ever get to the grail 1st due to some of their special rules but will still be able to put in a good showing.

3) Campaign Rules:
Relics: Instead of wyrdstone or 'treasure', the warbands search for relics, these can be sold as normal for income but can also be used in the quest for the grail, of course if a warband would rather further their own ends then they may use the power of the relics they find (think power in the stones), also warbands would end up finding less relics in general than you would shards or treasures and as such money would be harder to come by (but all knights should know the virtue of poverty anyway (at least for the peasants)

Knights: Warband leaders (or at least human ones) can take an oath to become bretonnian knights, doing as such gives them some protection from both foul magic and shooting but forces the knight to live by a strict code of conduct.

Dishonor: Knights that fail to live up to their code will find themselves gathering dishonor points that will hamper their quest for the grail and see thier benefits of being a knight diminish, a knight that continues to fall (or choses to do so) will find themselves beyond redemption.

Virtues: Each knight may/must choose 1 virtue, each virtue will have a positive and negitive effect and may force the knight to act differently, strangely enough although not being knights the blood dragons also live by some virtues of a sort.


4) Scenarios:
Powering the Relics: A classic capture the flag type scen, each warband starts in or around a building with a chest, the building is actually an old shrine and the warbands know they can infuse a relic with power, unfortunately the relic needed by each warband is actually in the hands of another one, warbands must fight to protect their relic while gathering as many others to their shrine.

5) Other:
Warbands likely to be seen
Human mercs, greenskins, Skaven, bretonnian, beastmen and the new ones above,
Lizard men (coming to reclaim treasures of the old ones) and high elves are both possibilities as both have an interest in the bretonnian lands (or rather stolen artifacts),
Dwarf, witchhunters, SOS and kislevites are unlikely to be found in the bretonnian area's however.

Trading tables would be changed to reflect what is likely to be found in the area and as such players looking for heavy magic or shooting would find many things in short supply, warbands would find themselves travelling from the fields and villages to the crypts and even the nearby fay woods, although many are sure to die trying it is possible that one warband may indeed achieve in their quest for the grail.

Reply author: Ethlorien
Replied on: 06/10/2008 09:08:27
Message:
Okay, okay - Lunchtime is here and I've made my descision.

First and foremost, I want to thank everyone. I know I asked a lot out of you folks this time - but my goodness you came through for me. These were excellent submissions, all of them! To sound quite lame, I'm not going to give a runner up and a third place, because as far as I'm concerned I think everyone's was equally amazing.

The hard part was taking one from the stack and saying it eaked out ahead of everyone by that little bit to be declared the winner. Again, there's not one of these ideas I wouldn't love to try out as a full blown campaign and would love to see each one developed further.

All that jazz said, I had to pick a winner, and believe me that was tough.

...

I'm going with...

Master's 'The Windswept Peaks of Time'.

What a cool idea. I loved the idea of a cavernous campaign where physics and magic run wild. The Time Crystals were a very interesting and original idea. Of course, love the idea of finding a perfect game to field a Daemon Warband. Very good!


So, again, thanks all for these great ideas (please don't let them die) and congradulations to Master and his winning entry.

Reply author: StyrofoamKing
Replied on: 10/10/2008 22:47:34
Message:
Thought I'd post some of the other Campaign ideas, now that I don't have to worry about stealing/undermining anyone's ideas:

~ Dark Plains: Chaos Dwarf Civil War! Has Hashut really 'died', as some radical priests claim? Side with the 'Big Hat' Sorcerors vs. the Godless 'Masked' Engineers, as the Dark Plains rips itself apart! Introducing: CD Sorcerors, CD Engineers, Hobgoblins, Freed Slaves. Welcome Warbands: Chaos Dwarf(BTB), Orc, Black Orc(NC), Ogre, Tomb Guardians. Would also include 'faction' rules, giving you bonuses/penalties as you fight for one of the three sides, 'Engineers', 'Sorcerors', and 'Rebels'. Gaining favor with one might give you bonuses, but pissing off another faction might mean additional bonuses for your enemies.

~Ulandi War: (Based on the Anglo-Zulu War)- The Marienburg settlements in the Southlands are under attack by the natives, dark skinned warriors known as 'Ulandi'. Fierce fighting, involving Old-Worlders vs. Southlanders. ((Great chance to use the LoTR Mahud models)) New Warbands: Southlanders, Beast Hunters, Southland Beastmen (Cat Men?), Old Lizards (Evil Lizardmen- Zoats, Croaqs, Fimirs, Troglodytes.). Welcome Warbands: Mercs, Dark Elves, High Elves, Lizardmen.

~Underworld - Deep below the World's Edge Mountains, far under the crust of the surface world, several races live in the deep darkness. They are the Underworlders, and they wage wars amongst their own, fighting for survival in the bleakest of conditions. New Warbands: The Molemen (Furry, clawed hominids), the Arachne(Spider creatures), the Fallen (the Possessed/Demon worshippers), the Funji. ((Note: something of this scale would require TONS of converting, but it would be a new setting for sure.)) Welcome Warbands: Dwarfs, Chaos Dwarves, Skaven, and Night Goblins ONLY.

~Dragon Isle - An abadonned High Elf fortress, hidden on a tiny isle off of the Border Prince territory, is home to a new hatching of dragon eggs. These valuable eggs are worth more than their weight in gold, although risky leaders may tempt the fates as try to raise a pet dragon of their own. Introduces: Bound Monster rules, plus rules for Bear-Baiting with pet monsters. New Warbands: High Elf Dragon Knights, Tzeentch Alchemists. ((Not only a great chance to use/build Elven scenary with lots of Spires, but also a chance to use Chad's Flying Mounts rules. Harpy Hired Swords, Discs of Tzeentch, Swamp Gas Balloons, Rocket Packs, Gyrosuits, Pegasus Mounts, (literally) sky's the limit!))
"It happens that the probabilities of extermination are all on the wrong side." (Florence Finch Kelly)